I used the optional file called "Live Another Life Version - another wall" There's another bookshelf near the door with the starting spells. Ignore the empty one.
Hello, this mod conflicts with carry weight modifier: https://www.nexusmods.com/skyrimspecialedition/mods/2176?tab=description Just a 'lil heads up :) Would love if there was a compatibility patch
How would one go about manually changing the spells added by the books? I've read through the source script and, seemingly, it should be as simple as changing the "addedSpell" entry on the activator to point to another spell, but when I activate the tome it still gives me the original spell.
I'm still poking at it and haven't really done much beyond basic testing but I've followed these steps to swap the Bound Dagger spell for the equivalent spell from Bound Armory Extravaganza and it seemed to work:
All of this is in SSEdit.
1) Copy the activator record from Starting Spells LAL (in my case) as override into a new ESL plugin. (Or you could just edit the plugin directly but best not to).
2) If your spell is from another mod, make sure your new patch has that mod set as a master. Save the patch if you need to..
3) Change the spell ID in your patch to the spell you want in the VMAD - Virtual Machine Adapter record under the addedSpell property
4) Change the name under OBND - Object Bounds to the name you want to pop up when you look at the activator.
5) Make sure your patch loads after Starting Spells LAL.
I am far far FAR FAR FAR from an expert at this (this is actually my first time doing anything but simple conflict resolution in SSEdit) but it seems to be working so far.
I am sorry to hear that, but all this mod does is provide another means of gaining the original ingame spell. If the game crashes after releasing the spell, there is probably some other mod interfering (it can be corrupted dagger mesh, some spell efect or anything to do with spells/perks)
I don't know if it's just me, but everytime I use this mod, which is a great mod, mind you, the whole cave lights up, making it really bright. I was wondering if you or anyone else knows why this happens? If so, please let me know. I love this mod a lot.
I added a small lightsource in front of the bookshelf, so it might look a bit weird with some enbs or lighting mods. If it really bothers you, you can remove the lightsource from the mod using xedit or similar tool.
I just ran across this, not sure how I missed it before!AWESOME idea! Downloaded!
At first glance it *looks* like a crutch for an easier start. LAL and it's extensions give you options to start off in some really tough spots that don't make sense without a minor boost in level or spells/equipment. LAL (and it's addons) is a fantastic mod that opens up so many role playing options, it just needs a little help to achieve it's potential.
For instance, the LAL option to start as a Necromancer in the middle of Blackreach doesn't make sense if the Necromancer is level 1 (*how did you get there in the first place?*) with only the basic heal/fire/familiar spells (*how is it you are a necromancer?*). The same is true for other options, like a adventurer in a Dwermer ruin.
The only suggestion I can make is for a book to allow you to increase skills and level up.
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Just a 'lil heads up :)
Would love if there was a compatibility patch
All of this is in SSEdit.
1) Copy the activator record from Starting Spells LAL (in my case) as override into a new ESL plugin. (Or you could just edit the plugin directly but best not to).
2) If your spell is from another mod, make sure your new patch has that mod set as a master. Save the patch if you need to..
3) Change the spell ID in your patch to the spell you want in the VMAD - Virtual Machine Adapter record under the addedSpell property
4) Change the name under OBND - Object Bounds to the name you want to pop up when you look at the activator.
5) Make sure your patch loads after Starting Spells LAL.
I am far far FAR FAR FAR from an expert at this (this is actually my first time doing anything but simple conflict resolution in SSEdit) but it seems to be working so far.
As soon as I learned the spells I tried to summon a dagger, and as soon as I release the spell, THE GAME CRASHES :(
At first glance it *looks* like a crutch for an easier start. LAL and it's extensions give you options to start off in some really tough spots that don't make sense without a minor boost in level or spells/equipment. LAL (and it's addons) is a fantastic mod that opens up so many role playing options, it just needs a little help to achieve it's potential.
For instance, the LAL option to start as a Necromancer in the middle of Blackreach doesn't make sense if the Necromancer is level 1 (*how did you get there in the first place?*) with only the basic heal/fire/familiar spells (*how is it you are a necromancer?*). The same is true for other options, like a adventurer in a Dwermer ruin.
The only suggestion I can make is for a book to allow you to increase skills and level up.